Integrating social communities and wagering games

ABSTRACT

A wagering game system and its operations are described herein. In some examples, the operations can include electronically connecting to social network servers for independent online social networks. The social networks provide social network accounts logged on to one or more of the social network servers. The gaming server hosts an online communal wagering game. The operations can further include initiating, based on one or more criterion associated with the communal wagering game, an automatic search across the social network servers for a set of the social network accounts that satisfy the one or more criterion. The operations can further include electronically transmitting, based on search results, an electronic invitation to the set of social network user accounts to participate in the communal wagering game. The operations can further include electronically linking ones of the set of the social network user accounts that respond to the electronic invitation.

RELATED APPLICATIONS

This application is a continuation of, and claims priority benefit of,U.S. application Ser. No. 13/752,884, filed on Jan. 29, 2013. The Ser.No. 13/752,884 application claims priority to, and is a continuationapplication of, U.S. application Ser. No. 13/386,234, which is aNational Stage Application of PCT/US10/42669, filed on Jul. 20, 2010,which claims priority to U.S. Provisional Application No. 61/227,152filed Jul. 21, 2009. The Ser. No. 13/752,884 application, the Ser. No.13/386,234 application, the PCT/US10/42669 Application, and the61/227,152 Application are each incorporated by reference herein intheir respective entireties.

LIMITED COPYRIGHT WAIVER

A portion of the disclosure of this patent document contains material,which is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patentdisclosure, as it appears in the Patent and Trademark Office patentfiles or records, but otherwise reserves all copyright rightswhatsoever. Copyright 2015, WMS Gaming, Inc.

TECHNICAL FIELD

Embodiments of the inventive subject matter relate generally to wageringgame systems and networks that, more particularly, integrate socialcommunities and wagering games.

BACKGROUND

Wagering game machines, such as slot machines, video poker machines andthe like, have been a cornerstone of the gaming industry for severalyears. Traditionally, wagering game machines have been confined tophysical buildings, like casinos (e.g., resort casinos, roadsidecasinos, etc.). The casinos are located in specific geographic locationsthat are authorized to present wagering games to casino patrons.However, with the proliferation of interest and use of the Internet,shrewd wagering game manufacturers have recognized that a global publicnetwork, such as the Internet, can reach to various locations of theworld that have been authorized to present wagering games. Anyindividual with a personal computing device (e.g., a personal computer,a laptop, a personal digital assistant, a cell phone, etc.) can connectto the Internet and play wagering games. Consequently, some wageringgame manufacturers have created wagering games that can be processed bypersonal computing devices and offered via online casino websites(“online casinos”). However, online casinos face challenges andstruggles. For instance, online casinos have struggled to provide theexcitement and entertainment that a real-world casino environmentprovides. Some online casinos have struggled enforcing crossjurisdictional restrictions and requirements. Further, some onlinecasinos have struggled adapting the online gaming industry to atraditionally non-wagering game business environment. As a result,wagering game manufacturers, casino operators, and online game providersare constantly in need of innovative concepts that can make the onlinegaming industry appealing and profitable.

BRIEF DESCRIPTION OF THE DRAWING(S)

Embodiments are illustrated in the Figures of the accompanying drawingsin which:

FIG. 1 is an illustration of aggregating social network accounts into acommunal wagering game, according to some embodiments;

FIG. 2 is an illustration of a wagering game system architecture 200,according to some embodiments;

FIG. 3 is a flow diagram 300 illustrating integrating social networkusers into communal wagering games, according to some embodiments;

FIG. 4 is a flow diagram 400 illustrating providing social network usersfor communal gaming, according to some embodiments;

FIG. 5 is an illustration of integrating social network game data andsocial communication data into communal wagering games, according tosome embodiments;

FIG. 6 is a flow diagram 600 illustrating controlling social networkcommunications via wagering network functionality, according to someembodiments;

FIG. 7 is a flow diagram 700 illustrating controlling social trading ofwagering game items, according to some embodiments;

FIG. 8 is an illustration of configuring a wagering game player accountwith social community functionality, according to some embodiments;

FIG. 9 is an illustration of a computer system 900, according to someembodiments;

FIG. 10 is an illustration of a wagering game machine architecture 1000,according to some embodiments; and

FIG. 11 is an illustration of a mobile wagering game machine 1100,according to some embodiments.

DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS

This description of the embodiments is divided into five sections. Thefirst section provides an introduction to embodiments. The secondsection describes example operating environments while the third sectiondescribes example operations performed by some embodiments. The fourthsection describes additional example operating environments while thefifth section presents some general comments.

Introduction

This section provides an introduction to some embodiments.

Social communication is on the rise. Internet users are enjoying aproliferation of social networking mechanisms (e.g., social networkwebsites, online chats, blogging, social network applications, etc.)that are appearing online in vast quantities. Many of those Internetusers are also wagering game enthusiasts. Wagering games are alsoexpanding in popularity. Many wagering game enthusiasts are demandinggreater access to wagering games and content related to wagering games,especially content that includes social networking. As statedpreviously, some wagering game companies have created online wageringgame websites that provide a way for wagering game enthusiasts to playwagering games while connected to the Internet (e.g., via aweb-browser). Some online wagering game websites provide variousfeatures, such as some social network functionality. Social networkfeatures, for example, allow wagering game players (“players”) to createuser accounts with one or more unique identifiers that represent anonline persona. One example of a unique identifier is an “avatar”.Avatars are graphical, “cartoon-like” depictions of a social networkpersona. These online personas and associated avatars add to the fun ofbelonging to a social network. Many online casinos, however, present anunsatisfactory wagering game experience to players who enjoy a moreintegrated gaming experience. Embodiments however, present examples ofintegrating social networking mechanisms with wagering games and networkgaming venues (e.g., online casinos, a wagering game websites, wageringnetworks, etc.). Embodiments can be presented over any type ofcommunications network (e.g., public or private) that provides access towagering games, such as a website (e.g., via wide-area-networks, orWANs), a private gaming network (e.g., large-area-networks, or LANs), afile sharing networks, a social network, etc., or any combination ofnetworks. Multiple users can be connected to the networks via computingdevices. The multiple users can have accounts that subscribe to specificservices, such as account-based wagering systems (e.g., account-basedwagering game websites, account-based casino networks, etc.). In someembodiments herein a user may be referred to as a player (i.e., ofwagering games), and a player may be referred to interchangeably as aplayer account. Account-based wagering systems utilize player accountswhen transacting and performing activities, at the computer level, thatare initiated by players. Therefore, a “player account” represents theplayer at a computerized level. The player account can perform actionsvia computerized instructions. For example, in some embodiments, aplayer account may be referred to as performing an action, controllingan item, communicating information, etc. Although a player, or person,may be activating a game control or device to perform the action,control the item, communicate the information, etc., the player account,at the computer level, can be associated with the player, and thereforeany actions associated with the player can also be associated with theplayer account. Therefore, for brevity, to avoid having to describe theinterconnection between player and player account in every instance, a“player account” may be referred to herein in either context. Further,in some embodiments herein, the word “gaming” is used interchangeablywith “gambling”.

FIG. 1 is a conceptual diagram that illustrates an example ofaggregating social network accounts into a communal wagering game,according to some embodiments. In FIG. 1, a wagering game system(“system”) 100 includes a wagering game server 150. The system 100 canalso include a plurality of social network servers 180, 182, and 184,which can host different social networks. The social network servers180, 182, and 184, can include other devices, servers, mechanisms, etc.,that provide functionality (e.g., controls, web pages, applications,etc.) that social network users can use to connect to the differentsocial networks and utilize social network features (e.g.,communications mechanisms, applications, etc.). In some embodiments, thewagering game server 150 can generate and control a communal wageringgame and provide communal wagering game content to the social networkservers 180, 182, and 184. In some embodiments herein, the wagering gameserver 150, or other wagering game servers, may be referred to as“communal” wagering game servers because they provide community wageringgames, where a group of social network community users can congregate,socialize, and play a wagering game. The wagering game server 150 canaggregate players from the social network servers 180, 182, and 184 intothe communal wagering game. The wagering game server 150 can providecommunal wagering game data (“communal game data”) that the socialnetwork servers 180, 182, and 184 can use to present and control contentfor the communal wagering game. The social network servers 180, 182, and184 can present the content for the communal wagering game within theirown social network mechanisms (e.g., within user interfaces provided bytheir hosted social network websites) that social network user accountsaccess via the social network servers 180, 182, and 184. The socialnetwork servers 180, 182, and 184 can track the game playing activityand social communication activity of the social network users that areaggregated into the communal wagering game (“aggregated players”). Theaggregated players can utilize the user interfaces from their respectivesocial networks to play the communal wagering game and communicate witheach other. The social network servers 180, 182, and 184 can send playeraccount participation data to the wagering game server 150. The wageringgame server 150 can use the player account participation data to connectthe user accounts to the communal wagering game, to provide communalgaming services, and to provide community communications services (e.g.,conduct the communal wagering game, control betting, determinejurisdictional restrictions for player accounts, provide socialcommunications features, track social communications between players,present group statistics on community leader boards, provide filteredchat sessions, publish game replays, publish community events, provide asocial economy, etc.). The social network servers 180, 182, and 184 canassist the wagering game server 150 in presenting and, in some cases,controlling, the community services. Other embodiments will be discussedfurther below and may refer back to FIG. 1.

Although FIG. 1 describes some embodiments, the following sectionsdescribe many other features and embodiments.

Example Operating Environments

This section describes example operating environments and networks andpresents structural aspects of some embodiments. More specifically, thissection includes discussion about wagering game system architectures.

Wagering Game System Architecture

FIG. 2 is a conceptual diagram that illustrates an example of a wageringgame system architecture 200, according to some embodiments. In FIG. 2,the wagering game system architecture 200 can include an account server270 configured to control user related accounts accessible via wageringgame networks and social networks. The account server 270 can storewagering game player account information, such as account settings(e.g., betting settings related to communal wagering games, settingsrelated to community event publications, settings related to chatfilters, settings related to social trading, etc.), preferences, playerprofile data, and other information for a player's account. The accountserver 270 can store and track player information, such as identifyinginformation (e.g., avatars, screen name, account identification numbers,etc.) or other information like financial account information, socialcontact information, etc. The account server 270 can contain accountsfor social contacts referenced by the player account. The account server270 can also provide auditing capabilities, according to regulatoryrules, and track the performance of players, machines, and servers.

The wagering game system architecture 200 can also include a wageringgame server 250 configured to control wagering game content, providerandom numbers, and communicate wagering game information, accountinformation, and other information to and from a client 260. Thewagering game server 250 can include a content controller 251 configuredto manage and control content for the presentation of content on theclient 260. For example, the content controller 251 can generate gameresults (e.g., win/loss values), including win amounts, for games playedon the client 260. The content controller 251 can communicate the gameresults to the client 260. The content controller 251 can also generaterandom numbers and provide them to the client 260 so that the client 260can generate game results. The wagering game server 250 can also includea content store 252 configured to contain content to present on theclient 260. The wagering game server 250 can also include an accountmanager 253 configured to control information related to playeraccounts. For example, the account manager 253 can communicate wageramounts, game results amounts (e.g., win amounts), bonus game amounts,etc., to the account server 270. The wagering game server 250 can alsoinclude a communication unit 254 configured to communicate informationto the client 260 and to communicate with other systems, devices andnetworks. The wagering game server 250 can also include a playeraggregator 255 configured to aggregate players from social networks intocommunal wagering games hosted by the wagering game server 250. Thewagering game server 250 can also include a social communicationscontroller 256 configured to control social communications functionsbetween social network user accounts across varying social networks,websites, etc. The wagering game server 250 can also include a socialeconomy controller 257 configured to control exchanges, trades, andother transactions for exchangeable items between social network useraccounts. The wagering game server 250 can also include a communal gamecontroller 258 configured to control content, betting, accountingtransactions, etc. associated with a communal wagering game.

The wagering game system architecture 200 can also include the client260 configured to present wagering games and receive and transmitinformation to integrate social communities and wagering games. Theclient 260 can be a computer system, a personal digital assistant (PDA),a cell phone, a laptop, a wagering game machine, or any other device ormachine that is capable of processing information, instructions, orother data provided via a communications network 222. The client 260 caninclude a content controller 261 configured to manage and controlcontent and presentation of content on the client 260. The client 260can also include a content store 262 configured to contain content topresent on the client 260. The client 260 can also include a socialnetwork gaming module 263 configured to control presentation of wageringgames via social network venues, wagering game venues, etc. The socialnetwork gaming module 263 can also present and control player activityfor communal wagering games, social communications between players,exchanges of tradable items, etc.

The wagering game system architecture 200 can also include a socialnetwork server 280 configured to host social network accounts, providesocial network content, control social network communications, storeassociated social contacts, etc.

Each component shown in the wagering game system architecture 200 isshown as a separate and distinct element connected via thecommunications network 222. However, some functions performed by onecomponent could be performed by other components. For example, thewagering game server 250 can also be configured to perform functions ofthe social network gaming module 263, and other network elements and/orsystem devices. Furthermore, the components shown may all be containedin one device, but some, or all, may be included in, or performed bymultiple devices, as in the configurations shown in FIG. 2 or otherconfigurations not shown. For example, the account manager 253 and thecommunication unit 254 can be included in the client 260 instead of, orin addition to, being a part of the wagering game server 250. Further,in some embodiments, the client 260 can determine wagering gameoutcomes, generate random numbers, etc. instead of, or in addition to,the wagering game server 250.

As mentioned previously, in some embodiments, the client 260 can takethe form of a wagering game machine. Examples of wagering game machinescan include floor standing models, handheld mobile units, bar-topmodels, workstation-type console models, surface computing machines,etc. Further, wagering game machines can be primarily dedicated for usein conducting wagering games, or can include non-dedicated devices, suchas mobile phones, personal digital assistants, personal computers, etc.

In some embodiments, clients and wagering game servers work togethersuch that a client can be operated as a thin, thick, or intermediateclient. For example, one or more elements of game play may be controlledby the client or the wagering game servers (server). Game play elementscan include executable game code, lookup tables, configuration files,game outcome, audio or visual representations of the game, game assetsor the like. In a thin-client example, the wagering game server canperform functions such as determining game outcome or managing assets,while the client can present a graphical representation of such outcomeor asset modification to the user (e.g., player). In a thick-clientexample, the client can determine game outcomes and communicate theoutcomes to the wagering game server for recording or managing aplayer's account.

In some embodiments, either the client or the wagering game server(s)can provide functionality that is not directly related to game play. Forexample, account transactions and account rules may be managed centrally(e.g., by the wagering game server(s)) or locally (e.g., by the client).Other functionality not directly related to game play may include powermanagement, presentation of advertising, software or firmware updates,system quality or security checks, etc.

Furthermore, the wagering game system architecture 200 can beimplemented as software, hardware, any combination thereof, or otherforms of embodiments not listed. For example, any of the networkcomponents (e.g., the clients, servers, etc.) can include hardware andmachine-readable media including instructions for performing theoperations described herein. Machine-readable media includes anymechanism that provides (i.e., stores and/or transmits) information in aform readable by a machine (e.g., a wagering game machine, computer,etc.). For example, tangible machine-readable media includes read onlymemory (ROM), random access memory (RAM), magnetic disk storage media,optical storage media, flash memory machines, etc. Machine-readablemedia also includes any media suitable for transmitting software over anetwork.

Example Operations

This section describes operations associated with some embodiments. Inthe discussion below, some flow diagrams are described with reference toblock diagrams presented herein. However, in some embodiments, theoperations can be performed by logic not described in the blockdiagrams.

In certain embodiments, the operations can be performed by executinginstructions residing on machine-readable media (e.g., software), whilein other embodiments, the operations can be performed by hardware and/orother logic (e.g., firmware). In some embodiments, the operations can beperformed in series, while in other embodiments, one or more of theoperations can be performed in parallel. Moreover, some embodiments canperform more or less than all the operations shown in any flow diagram.

FIG. 3 is a flow diagram (“flow”) 300 illustrating integrating socialnetwork users into communal wagering games, according to someembodiments. FIG. 1 is a conceptual diagram that helps illustrate theflow of FIG. 3, according to some embodiments. This description willpresent FIG. 3 in concert with FIG. 1. In FIG. 3, the flow 300 begins atprocessing block 302, where a wagering game system (“system”) determinesan online communal wagering game provided by a wagering game provider.The online communal wagering game can be a wagering game that a group ofplayers can play at the same time. The system can control all activitiesof the communal wagering game (e.g., controls the number of players whoare allowed to play the group game, controls who is allowed to bet,controls when bets are placed, controls when game outcomes are produced,controls which players receive payouts, etc.). The system can aggregateplayers from various websites into the communal wagering game. Thesystem can gather a large group of players from different sites into aunified virtual location, such as a website hosted by the wagering gameprovider. In other embodiments, the wagering game provider, however,provides content to social network websites to present the communalwagering game to the social network patrons. The social network websitecan provide the wagering game provider with player accounts (e.g.,connection data to connect player accounts) to the communal wageringgame. The social network patrons then play the communal game on thevarious social network websites using user interfaces provided by thesocial network websites. The social network websites, however, mayreceive communal game content from the wagering game provider, and mayintegrate the communal game content into the user interfaces availableon the social network websites. The wagering game provider can alsoprovide other services, besides the communal wagering game, for theplayers to communicate and socialize with each other. Thus, the systemcan incorporate user accounts from different websites into a singlecommunal wagering game.

The flow 300 continues at processing block 304, where the systemdetermines a request to add a player to the online communal wageringgame. For example, the system can determine a need to collect moreplayers into a wagering game, such as a need to meet a minimum numberrequirement of players. Some wagering games may have set limits toplayers that can play based on game rules. In other embodiments, thesystem may detect a request by a player to invite friends that arelogged on as social network user accounts to social network websites.The system can present controls for players to invite their friends, orother social contacts, associated with their social network.

The flow 300 continues at processing block 306, where the systemdetermines one or more social network user account(s) available to playin the online communal wagering game. The system can search acrosssocial network websites, wagering game websites, and other locations, tofind players playing a similar game. The system can later aggregate thesmaller groups into a larger group of players for the communal wageringgame. In some embodiments, the system can find players playing differentgames, or find social network accounts that are currently logged on totheir respective social networks and which have indicated a desire tojoin communal games when available. The system can determine whether thesocial network user account(s) are willing to enter the communalwagering game. For example, the system can check settings set by thesocial network user account(s), which settings indicate certain types ofgames that the social network user account(s) want to play. The systemcan also send out invitations and determine whether social network useraccount(s) has accepted the invitation. In some embodiments, the systemcan determine when some of the social network user account(s) manuallyindicate a desire to play the communal wagering game.

The flow 300 continues at processing block 308, where the systemincorporates the social network user account(s) into the online communalwagering game as one or more players. In some embodiments, when thesystem finds that the social network user account(s) are available toplay, the system can aggregate the social network user account(s) intothe communal wagering game. A social network provider can provide thesocial network user account(s). However, the wagering game provider canprovide one or more wagering game player account(s) to match up with thesocial network user account(s) and that the system can use to transactwagers and perform account related activities. FIG. 1 illustrates anexample of a communal gaming account 102 controlled by the wagering gameserver 150. The wagering game server 150 can provide wagering gameservices for a wagering game provider (e.g., the fictitious online gameprovider “Ultimate Gaming”). The wagering game server 150 can aggregateplayers for a communal wagering game connected to the communal gamingaccount 102. The players can be social network users from the socialnetwork servers 180, 182, and 184. Each of the social network servers180, 182, and 184 can control social network services from multipledifferent social network providers (e.g., respectively the fictitioussocial network providers “Friend Connect,” “Group Space,” and “MyCommunity”). The wagering game server 150 receives account informationfor multiple separate social network accounts (e.g. Marcus Miller fromFriend Connect, Jared Rice from My Community, and Joaquin Cheveria fromGroup Space). The wagering game server 150 can determine wagering gameaccounts for the social network accounts to use during the communalwagering game (e.g., assign guest accounts, determine that socialnetwork accounts have corresponding wagering game accounts, requiresocial network user accounts to register wagering game accounts, etc.).For example, the system determines that Marcus Miller is associated withthe wagering game account for “Poker Ace,” Jared Rice with the wageringgame account for “Big Bad Boy,” and Joaquin Cheveria with the wageringgame account for “CheGu104.” The wagering game server 150 can storeidentifying information 104 for the social network user accounts and theplayer accounts within the communal gaming account 102. The wageringgame server 150 can store other information, such as a social networksource 106, a location 110 of the player, a current bet 108 for theplayer, a type of the bet (e.g., cash money, play money, points, etc.)and other information that the wagering game server 150 uses to controlthe communal wagering game. In some embodiments, the system 100 canprovide one or more wagering game provider funded bots in the communalwagering game (e.g., Pistol Pete who is an Ultimate gaming Bot). In someembodiments, the bots can be automated, system controlled players thatmasquerade as real live players within the communal wagering game. Insome embodiments, the bots can be real live players that are gambling,but that use wagering game provider's funds (e.g., marketing dollars).The social network servers 180, 182, 184 can provide connection data forthe social network user account(s). The wagering game server 150 canreceive the connection data for the social network user account(s) anduse the connection data to connect the social network user account(s) toan online communal gaming session for the communal gaming account 102.The system 100 can receive playing activity for the social network useraccount(s), as received from the social network servers 180, 182, and184. The system 100 can transact wagers based on the playing activity ofthe social network user account(s). In some embodiments, the wageringgame server 150 can provide online communal wagering game data to thesocial network servers 180, 182, and 184 that control the social networkuser account(s). Online communal wagering game data can include gamecontent, social communication functions, social communication data,accounting data, license data, subscription data, application interfacedata, game results, etc. For example, the system 100 can provide aservice for, or syndicate, shared games, content, features, etc. tosocial network websites hosted by the social network servers 180, 182,and 184. The system 100 can provide a subscription fee to the socialnetwork servers 180, 182, and 184 to receive game content for the onlinecommunal wagering game. The social network servers 180, 182, and 184 canpresent the communal wagering game content using the online communalwagering game data. In some embodiments, the social network servers 180,182, and 184 can present their own social game(s), but receive resultsfrom other players that are not connected to the communal wagering game(e.g., receive results from other players of other social networks thatare connected via the wagering game provider) and provide results,activity, etc. of the other players through the social network's owngame interface. The system 100 can control a central account for socialnetwork user accounts (e.g., the communal gaming account 102) and canlink the social network user accounts into the central account for theonline communal wagering game. The system 100 can transfer money fromthe social network user accounts into the central account and can trackvirtual transactions during the communal wagering game. The system 100can transfer pre-funded amounts of money, variable amounts, etc. Thesystem 100 can reconcile the various social network user accounts at theend of the communal wagering game or at periodic intervals through thecommunal wagering game. In some embodiments, the system 100 can receivesocial communication data directed between social network user accountsconnected to the online communal wagering game. The system 100 can usesocial communication control features (e.g., chat controls) provided bythe social network servers 180, 182, and 184. The system 100 can controlthe social communication data and provide a common infrastructure forsocial network user accounts from the different social network websitesto communicate with each other. In some embodiments, the system 100 canprovide tiers of service that successful players (e.g., highestspending, most points, most games played, etc.) would be able to play.

The flow continues at processing block 310, where the system determinesa geographic location of the social network user account, determinesjurisdictional rules for the geographic location, and controls thecommunal wagering game based on the jurisdictional rules. For example,in FIG. 1, the system 100 can determine geographic locations 110 for thesocial network user accounts, determine jurisdictional rules forconducting wagering games for the geographic locations 110, and controlwagering functions, wagering transactions, betting restrictions,payouts, side-bets, and other gaming activity for the social networkuser account in the online communal wagering game based on thejurisdictional rules. For example, in jurisdictions where wagering gamesare allowed online, the system 100 can conduct cash, or monetary wagers.In jurisdictions where wagering games are not allowed, the system 100can conduct non-monetary compensation (e.g., conduct “play” moneywagers, points) or non-cash wagers (e.g., wagering points betweenplayers, etc.). The system 100 can aggregate players for differentprizes (e.g., monetary and non-monetary) depending on the geographiclocation of where the players are aggregated from (e.g., theirjurisdictional rules for the geographic location). Rules can vary foreach jurisdiction (e.g., per country, pre region of the country, etc.)The system 100 can determine the location 110 of each player account andrefer to rules for that jurisdiction regarding bet values, bet types,buy-in values, pay-out types, etc. For example, when the system 100aggregates a player account from a social network, the system 100 cancheck the rules of the jurisdiction and determine an appropriate buy-invalue for the game. If the jurisdiction allows cash buy-ins, the system100 can check game rules and determine the current cash buy-in valuesfor the game and present options for the player to transaction a cashbuy-in. In other jurisdictions, however, where gambling for cash is notallowed, the system 100 can present options to utilize play money(no-value) or points (e.g., entertainment or customer appreciationpoints). The system 100 can mirror the payouts to the buy-ins (e.g.,cash buy-in gets cash payout, points pay-in get points payout). In someembodiments, the system 100 can provide affiliate compensation to thesocial network servers 180, 182, and 184 for providing social networkuser account. The system 100 can split wagering, or betting, losses forthe social network user accounts during wagering game play of thecommunal wagering game. The system 100 can work with affiliate websitesto drive traffic to the game provider site and provide compensation tothe affiliate. The system 100 can also gather data (e.g., marketingresearch, etc.) from the various social network user accounts controlledby the social network servers 180, 182, and 184.

FIG. 4 is a flow diagram (“flow”) 400 illustrating providing socialnetwork users for communal gaming, according to some embodiments. FIG. 5is a conceptual diagram that helps illustrate the flow of FIG. 4,according to some embodiments. This description will present FIG. 4 inconcert with FIG. 5. In FIG. 4, the flow 400 includes processing blocksthat a social network provider's system (“social network system”) canperform in concurrence with the flow 300 above. For instance, socialnetwork system can be social network website (e.g., FaceBook™, MySpace™,etc.) a massive multi-player online website, a group blog, or any othersocial network type of website. In some embodiments, a wagering gamesystem can perform the processing when connected to, or withauthorization of a social network system. In some embodiments, thesocial network system is separate from the wagering game system (e.g.,separate servers, separate websites, etc.). In some embodiments, athird-party system can provide the processing with authorization fromthe social network system and/or the wagering game system. However, forbrevity, in connection with flow 400, a “system” (e.g., a social networksystem, a wagering game system, a third-party system, or somecollaboration) will be described as performing processing. The flow 400begins at processing block 402, where the system receives a request toadd one or more players to an online communal wagering game hosted by awagering game provider.

The flow 400 continues at processing block 404, where the systemdetermines that one or more social network accounts are available toplay.

The flow 400 continues at processing block 406, where the systemprovides connection data to the online wagering game provider to connectthe one or more social network user accounts to an online communalgaming session.

The flow 400 continues at processing block 408, where the systemreceives online communal wagering game data from the wagering gameprovider.

The flow 400 continues at processing block 410, where the systemdetermines jurisdictional rules and presents the online communalwagering game according to the jurisdictional rules using the onlinecommunal wagering game data. The system can present the online communalwagering game on an online communal wagering game interface inassociation with the social network provider (e.g., on a social networkwebsite). FIG. 5 illustrates an example of presenting a communalwagering game on two online communal wagering game interfaces (“communalgame interfaces”) for different social network providers. In FIG. 5, awagering game system (“system”) 500 includes a wagering game server 550connected to social network servers 580 and 582 via a communicationsnetwork 522. The system 500 can also include computer systems(“computers”) 537 and 538 also connected to the communications network522. The wagering game server 550 can host a wagering game providerwebsite (e.g., the Ultimate Gaming, online casino website). The socialnetwork servers 580 and 582 can host separate social network websites(e.g., the Friend Connect website and the My Community website). Thecomputers 537 and 538 can present displays 501 and 502 of the socialnetwork websites. For example, the computer 537 can present the display501 of the Friend Connect website. A social network user (e.g., MarcusMiller) can be connected to a social network user account (e.g., MarcusMiller's Friend Connect user account) via the computer 537. The MarcusMiller social network user account can be from a first geographiclocation (e.g., London, England). A separate user (e.g., Jared Rice) canbe connected to a separate social network user account (e.g., JaredRice's My Community user account) via the computer 538. The Jared Ricesocial network user account can be from a second geographic location(e.g., the State of Utah in the United States of America). The system500 can determine geographic locations by tracking IP addresses providedby the computers 537 and 538 and/or their Internet providers' computers.The computer 538 can present the display 502 of the My Communitywebsite. In some embodiments, the wagering game server 550 provides acommunal wagering game application 503 (e.g., the Ultimate Gaming BlackJackpot Game) that the social network server 580 provides to thecomputer 537. The computer 537 presents the communal wagering gameapplication 503 on the display 501. At the same time, however, thesocial network server 582 does not receive the communal wagering gameapplication 503. Instead, the social network server 582 provides its owncontent, which is a social game application 504 (e.g., the My CommunityBlack Jack Game) that is similar in content to the communal wageringgame application 503, and which provides community game playingfunctionality similar to that provided by the communal wagering gameapplication 503. For example, the communal wagering game application 503and the social game application 504 are both Blackjack type games. Bothgames provide similar functionality (e.g., the ability to Hit, Hold,Bet, etc.). However, the communal wagering game application 503 maypresent Blackjack content in a way that looks and functions slightlydifferently from the social game application 504 (e.g., the positioningof Hit, Hold, and Bet controls are different, the money format forwagers is different, the card face fonts and backs appear different, thebackgrounds of the games are different, the games play different soundsand cause different visual affects to appear, social communicationfeatures look and react differently, etc.). The system 500 can refer tojurisdictional rules 551 when presenting information in the communalwagering game application 503. For instance, the system 500 refers tothe jurisdictional rules 551 and provides appropriate wagering controls,descriptions, and functionality to the communal wagering gameapplication 503 based on whether the jurisdiction allows for cashgambling. As an example, the Marcus Miller social network user accountis located in England, which may allow for cash gambling on theInternet. As a result, the system 500 provides instructions to thecommunal wagering game application 503 to present a cash wageringcontrol 517 (e.g., Marcus Miller opted to buy-in with cash, so thecommunal wagering game application 503 presents the cash wageringcontrol 517 as a cash meter). Concurrently, the system 500 can determinethat the Jared Rice social network user account is in a jurisdictionthat does not allow cash gambling via the Internet, and, thus presents awagering control 518 in the social game application 504 that does notallow for cash betting. The wagering control 518 can allow for awager-type that the user selected at the buy-in stage of the game (e.g.,Jared Rice opted to buy-in with points and thus the social gameapplication 504 presents the wagering control 518 as a point meter). Insome embodiments, the My Community social website can redeem the pointsearned for cash, or other values. For instance, although somejurisdictions may not allow for person to person gambling via theInternet, or gambling via specific wagering games, the jurisdictions mayallow for competitions using points, where the highest points leader atthe end of a competition period may win a cash prize. However, thewagering game server 550 provides communal game data to both the socialnetwork servers 580 and 582 based on the activity performed by therespective social network user accounts of the different social networkservers 580 and 582.

The flow 400 continues at processing block 412, where the systemdetermines playing activity for the one or more social network useraccounts via the online communal wagering game interface associated withthe social network provider and provides the player activity to thewagering game provider to transact the online communal wagering game.For example, in FIG. 5, as stated previously, the wagering game server550 provides communal game data to both the social network servers 580and 582 based on the activity performed by the respective social networkuser accounts of the different social network servers 580 and 582. Thesocial network servers 580 and 582 can use the communal game data topresent similar game outcomes (e.g., the same Blackjack hands for therespective players), equivalent bet amounts, etc. so that the socialnetwork user accounts receive and present the same game play of allusers accounts connected to the communal wagering game. Further, thesocial network servers 580 and 582 provide account connection data andplayer activity data to the wagering game server 550 to process andcoordinate communal wagering game play. In an example, the player MarcusMiller may be situated in England, and the communal wagering gameapplication 503 may be specially configured for presentation of moneyvalues in Euros (

) instead of United States (U.S.) Dollars ($). Thus, the Marcus Millersocial network account may bet

5, and the cash wagering control 517 shows

5. The wagering game server 550, however, can receive the

5 bet and convert the amount to an equivalent U.S. Dollar amount. TheJared Rice social network account may be situated in the United States,or some other jurisdiction that utilizes U.S. Dollars as a standard formof currency, and the social game application 504 may present bets in aU.S. Dollar format. Thus, the wagering game server 550 presents communalgame data that includes the converted bet amount (e.g., from

5 to $7 based on a current exchange rate). The social game application504 can receive the communal game data and can pass the value of the betamount to the social game application 504 (e.g., via an applicationprogramming interface communication), to present on a graphical userinterface associated with the social game application 504. The socialgame application 504 thus presents the converted bet amount in a U.S.Dollar format (e.g., $7) within an observational meter 521. The sameprocessing can occur in reverse for bet amounts made by the Jared Ricesocial network user account if the Jared Rice social network useraccount were in a jurisdiction that allows for cash betting. Thewagering game server 550 could convert a bet from U.S. Dollars to Eurosand provide communal game data that the communal wagering gameapplication 503 could present as Euros. In embodiments where the JaredRice social network account is in a jurisdiction that does not allowcash betting in some circumstances, the system 500 may present the pointamounts in an observational meter 520 without any conversions to thepoint amounts. Thus, in some embodiments, the system 500 can allowplayers to stay on their own social network websites after beingaggregated into the communal wagering game, and maintain the look andfeel of the communal wagering game from the social network websites.

The flow 400 continues at processing block 414, where the systemcontrols social communication and social wagering between social networkuser accounts. For example, the system can provide social communicationfunctionality in an online communal wagering game interface. In FIG. 5,the system 500 presents chat interfaces in connection with the communalwagering game (e.g., a chat console 505 of the communal wagering gameapplication 503, and a chat control 506 of the social game application504). The social network user accounts can use the chat interfaces tocommunicate with each other. For example, the chat console 505 canreceive social communication data from the Marcus Miller social networkuser account social. The social network server 582 can then provide thesocial communication data to the wagering game server 550 to communicateto the social network server 582. The social network server 582 can thenprovide the social communication data to the computer 538, whichpresents the chat information using the chat control 506. In someembodiments, the system 500 can transact social wagers (e.g., side-bets)between players. For example, the Marcus Miller social network useraccount can indicate in the chat console 505 a side-bet challenge 523.The system 500 can communicate the side-bet challenge 523 and present itin a message 524 associated with the chat console 506. The message 524can indicate the amount of the side-bet challenge 523. The system 500can convert bet amounts to match the currency format of Jared Rice'sgeographic location (e.g., convert the

1 side-bet amount to a $1.40 dollar amount, or equivalent exchange ratevalue at the time). The system 500 can determine, from thejurisdictional rules 551, restrictions on player-to-player betting. Forinstance, in some jurisdictions, group betting or wagering game bettingmay not be permitted, but player-to-player betting may be permitted. Insome embodiments, the system 500 can aggregate and segregate playersbased on friends, certain demographics, etc. The system 500 can rely onplayer settings (e.g., see chat settings console 812 in FIG. 8) todetermine how to segregate players or features, such as chat groups, inconnection with communal wagering games. In some embodiments, the system500 can aggregate non-play features from across websites (e.g., socialcommunication features, community event notifications, news feeds,“happy-hour” presentations, instant messaging applications, etc.) aswell as game related features (e.g., group bonuses, mystery bonuses,additional games, game replays, etc.). In some embodiments, the system500 can present player activity from other players (e.g., scores, bets,leader boards, etc.). For example, the system 500 presents a sharedleader board (e.g., leader board console 507 and leader board control508) of the aggregated players showing wins, points, or any otherfeatures related to scores between players. In some embodiments, thesocial communication features, non-play features and game-relatedfeatures can all be content that is licensed by the wagering game server550. In some embodiments, however, the social communication features,non-play features and game-related features can belong to the socialnetwork servers 580 and 582, but can integrate (e.g., via APIconnection) to a communal wagering game service provided by the wageringgame server 550. Consequently, the wagering game server 550 can provideapplication interface data to the social network servers 580 and 582 toinitialize a communal wagering game, transfer data, communicate data toapplications, respond to control information, transact bets, transferaccounting data, etc. In some embodiments, the system 500 can embedand/or respond to embedded content. For example, the system can utilizeembedded software or embedded content (e.g., embedded YouTube™ videolinks). The system 500 can insert embedded links into webpages for thesocial network servers 580 and 582. In some embodiments, the system 500can delegate authority and/or receive delegated authority to access anduse data from social network websites. For example, the social networkservers 580 and 582 can authorize the wagering game server 550 to accessand use social network user accounts. In return, the wagering gameserver 550 can authorize the social network servers 580 and 582 toaccess and use content, communal game data, social communication data,etc.

FIG. 6 is a flow diagram (“flow”) 600 illustrating controlling socialnetwork communications via wagering network functionality, according tosome embodiments. FIGS. 5 and 8 are conceptual diagrams that helpsillustrate the flow of FIG. 6, according to some embodiments. Thisdescription will present FIG. 6 in concert with FIGS. 5 and 8. In FIG.6, the flow 600 begins at processing block 602, where a wagering gamesystem (“system”) presents one or more online social communicationcontrols in connection with an online communal wagering game session. Insome embodiments, the online social communication session is connectedto a communal wagering game controlled by a wagering game provider(e.g., casino website, online gaming venue, gaming division of socialnetwork). The system can present the social communication controls on awebsite associated with a social network provider. In some embodiments,a wagering game provider controls provides social networking. In otherembodiments, however, the social network provider is a separate entityfrom the wagering game provider, and includes separate servers, useraccounts, etc.

The flow 600 continues at processing block 604, where the systemdetermines a first social network user account connected to the onlinecommunal wagering game session and connects the first social networkuser account to an online social communication session. In someembodiments, the system can present the one or more online socialcommunication functions to the first social network user account via afirst user interface on a social network website (e.g., see the displays501 and 502 in FIG. 5). The system can determine that the first socialnetwork user account utilizes controls to communicate socially withother accounts (e.g., enters text in a text field, hits the send button,etc.). For example, in FIG. 5, the system determines that the MarcusMiller social network user account enters chat text into the chatconsole 505. In some embodiments, the system can present a multitude offeatures that include social communication. FIG. 8 illustrates anexample social network user account interface (“account interface”) 802with a multitude of social communication features according toembodiments. In FIG. 8, a wagering game system (“system”) 800 includes acomputer 837 connected to a wagering game server 850 and a socialnetwork server 880 via a communications network 822. The computer 837presents a display 801 of the account interface 802. The accountinterface 802 is for a social network user account (e.g., the Jared Riceaccount connected to the social network server 880 for the socialnetwork provider My Community) to receive and send social communicationsvia an integrated wagering game console (“wagering game console”) 804(e.g., a game console from Ultimate Gaming that appears when the socialnetwork user account for Jared Rice logs in to the My Communitywebsite). The wagering game console 804 includes various features thatare related to communal wagering games and social communications betweenwagering game players and social network users from other social networkwebsites that also utilize an instance of the wagering game console 804.The wagering game console 804 includes a game control 806 for the socialnetwork user account to access and player wagering games from a wageringgame provider (e.g., from Ultimate Gaming). The wagering game console804 also includes a game replay console 808, which the social networkuser account can use to replay wagering games from friends or othersocial contacts associated with the social network user account. Thewagering game console 804 also includes a community event news feed 810that presents events of interest across social networks related togaming. For example, a wagering game player may have won a jackpot, orsocial network user account may host or sponsor a “happy hour” at aspecific social network website or a wagering game website. In someembodiments, the happy hour could be online, a real-world location(e.g., a bar), or a combination of the two. In some embodiments, thesystem can provide functionality for the social network user to invitemultiple persons to online happy hour and/or to the social gathering.The system can provide levels of access to the happy hour includingproviding access to the online gathering for some individuals (e.g., forVIPs) while others only receive invitations to the real-world location,or vice versa. In some embodiments, the system sends the information tothe bar, club, or other establishment that provides for a socialgathering. In some embodiments, the establishment, or other entity, cansponsor the social gathering as well as the online happy hour websiteparty. The wagering game console 804 also includes a chat settingsconsole 812 that includes preferred chat filters, or groupings that thesocial network user account prefers for chat options. The chat filtersmay include preference related to language, demographics, topicalgenres, etc. The system 800 can use the chat filters to aggregateplayers into communal groups for player wagering games and/or for socialcommunication possibilities during those games. For example, the system800 may group only Portuguese players into a single communal wageringgame based on a language preference setting on a language preferencecontrol 814. In other embodiments, for example, the system 800 may grouptogether players for a communal wagering game of all languagepreferences according to a demographic preference setting on ademographic preference control 816, but at the same time, may createchat subgroups within the communal wagering game based on the languagepreference. In some embodiments, the system 800 can limit the ability ofsocial network users to communicate with other users if the specifictopic of the conversation falls outside a specified topical genre, orsubject matter setting, indicated by a genre preference control 818.There are many possible embodiments for preferences and settings thatthe system 800 can use to filter chats, aggregation, etc. (e.g., age,religion, gender, profession, sexual preference, etc.). The wageringgame console 804 also includes a trading console 830 that social networkusers can use to trade items including wagering-game-related items. Thetrading console 830 will be referred to later in connection with FIG. 7below.

The flow 600 continues at processing block 606, where the systemdetermines a request by the first social network user account, via theone or more online social communication controls, to communicate with asecond social network user account. In some embodiments, the first andsecond social network user accounts can belong to the same socialnetwork. The system can integrate with social connection applicationsthat belong to the social network to connect the first and second socialnetwork user accounts. In some embodiments, however, the system candetermine that the first social network user account selects a secondsocial network user account that is connected to a second, differentsocial network. In some embodiments, the system can filter a chatsession based on settings for the first social network user account, asdescribed above. The system reads a setting that filters a chat audienceto a specific group of social network users within the online socialcommunication session. The setting can specify a common characteristic(e.g., a common social characteristic, or characteristic that indicatesa commonality possessed by, belonging to, or desired by, a specificsocial group). The system can use the setting to presents a chataudience of social network users that share the common characteristic(e.g. as found in settings for the other users, found in metadata ortags, based on jurisdiction, based on game play history, based onlanguage, based on content that users are accessing, etc.).

The flow 600 continues at processing block 608, where the systemconnects the second social network user account to the online socialcommunication session and presents the social communication data to thesecond social network user account. In some embodiments, the system canpresent one or more second online social communication controls to thesecond social network user account via a second user interface on asecond, or additional, social network website. The second social networkuser account receives the social communication data from the firstsocial network user account and presents the social communication datavia the second user interface. The first social network user account andthe second social network user account can communicate socially,back-and-forth, which connected to the online social communicationsession. In some embodiments, the online social communication sessioncan end when the communal wagering game session ends or when connectionto a wagering game provider is disconnected. In some embodiments,however, the online social communication session can persist as afunction of the social network provider's functionality.

The flow continues at processing block 610 where the system presentsjurisdictional wagering options for a wager included in the socialcommunication data. For example, referring back to FIG. 5, the system500 can present the side-bet challenge 523. The system 500 candetermine, from the jurisdictional rules 551, restrictions onplayer-to-player betting and present wagering options that areappropriate for cross jurisdictional player-to-player betting. Forinstance, the social game application 504 presents the message 524 aswell as bet options 525. The bet options 525 relate to jurisdictionalpermissions and restrictions. For example, the bet options 525 caninclude an option to accept the side-bet challenge 523 and transact itdirectly through the social network applications, should thejurisdictional rules permit direct player-to-player gambling. In anotherembodiment, the options 525 can include a directional link, or othersuch mechanism, that would direct the players to another method, orvenue, for making a wager. For instance, the system 500 can present alink to a personal brokerage system (e.g., PayPal) or another forum thatwould permit person-to-person wagering agreements or that would directthe players to mechanisms belonging to nearby jurisdictions that wouldallow the person-to-person betting. In some embodiments, the system 500could determine that person-to-person betting may be restricted in oneor both jurisdictions for the players and may provide an option to alterthe side-bet challenge 523 to comport with jurisdictional rules (e.g.,change the bet to points, or some other form of non-cash wagering).

FIG. 7 is a flow diagram (“flow”) 700 illustrating controlling socialtrading of wagering game items, according to some embodiments. In FIG.7, the flow 700 begins at processing block 702, where a wagering gamesystem (“system”) determines one or more communal trading controlsprovided in connection with a communal trading session. The system candetermine that a communal trading session is created, active, oravailable for use. The system can create the communal trading sessionwhen prompted, such as by a selection or activation of one of thecommunal trading controls, or some other request mechanism. A wageringgame server can control the communal trading session. In someembodiments, the communal trading session is associated with a communalwagering game session.

The flow 700 continues at processing block 704, where the systemdetermines a first social network user account connected to a socialnetwork and connects the first social network user account to thecommunal trading session. In some embodiments, the system can presentthe communal trading controls to the first social network user accountvia a first user interface on a social network website. The first socialnetwork user account can use the one or more communal trading controlsto indicate a desire to trade items.

The flow 700 continues at processing block 706, where the systemdetermines a request by the first social network user account totransact an exchange of one or more tradable wagering items with asecond social network user account via the one or more communal tradingcontrols. In some embodiments, the tradable items are wagering gameitems that are stored in connection with a wagering game player account.The wagering game items can be items that a player account earned, won,received, etc. via wagering in, and playing, wagering games. Thewagering game items can include virtual assets (e.g., trophies), bonuscontent, betting credits, rights to play wagering games, wagering gamestatus points, leader board status, shared points, etc. In someembodiments, the tradable items may be non-wagering game items, such associal network points, social network items, social network privileges,personal items, files, services, virtual real estate, virtual money,etc. The first social network user account can use the one or morecommunal trading controls to select tradable items and to indicate tradepartners and trade terms. For example, in FIG. 8, the trading console830 includes an items list 832, a trade partner control 834, and a tradechat console 836 with a send control 838.

The flow 700 continues at processing block 708, where the systemconnects the second social network user account to the communal tradingsession and determines that the first social network account and thesecond social network user account agree to terms of exchange for theone or more tradable wagering items. In some embodiments, the system candetermine terms of the exchange via a trading console, such as the tradechat console 836 in FIG. 8. However, in other embodiments, the systemcan determine an agreement of trade terms via email, third party action(e.g., bank transactions, personal escrow and trading accounts,commercial auction websites, etc.).

The flow 700 continues at processing block 710, where the systemtransacts the exchange of the one or more tradable wagering itemsaccording to the terms of exchange. In some embodiments, the system cantransfer items from one account to another (e.g., from social networkaccount to social network account). If the tradable items are wageringgame items, the system can transfer stored items from, and/or betweenwagering game player accounts associated with the social networkaccounts or from social network accounts to wagering game playeraccounts, and vice versa. In some embodiments, the system can transactmoney payments from one account to another. In some embodiments, thesystem can transfer rights to participate in gaming activity from oneaccount to another. In some embodiments, the system can transact virtualcurrency. In some embodiments, the system can provide controls forsocial network user accounts and/or player accounts to buy items in avirtual world or to perform virtual activities (e.g., play a sharedgame). The virtual items can increase player's abilities to performbetter in communal wagering games. The system can also provide virtualcurrency to player accounts to use which they can later use via acommunal trading session. For example, in FIG. 1, the social networkplayer account Joaquin Cheveria from the Group Space website bets andreceives awards for points instead of money. The jurisdiction forJoaquin Cheveria may prevent wagering gaming, but can still providenon-cash awards while the social network user plays games with otherplayers that can play for cash. The system 100 can track money, andnon-money, bets and awards and transact them accordingly while allplayers play in the same communal wagering game.

Additional Example Operating Environments

This section describes example operating environments, systems andnetworks, and presents structural aspects of some embodiments.

Wagering Game Computer System

FIG. 9 is a conceptual diagram that illustrates an example of a computersystem 900, according to some embodiments. In FIG. 9, the computersystem 900 may include a processor unit 902, a memory unit 930, aprocessor bus 922, and an Input/Output controller hub (ICH) 924. Theprocessor unit 902, memory unit 930, and ICH 924 may be coupled to theprocessor bus 922. The processor unit 902 may comprise any suitableprocessor architecture. The computer system 900 may comprise one, two,three, or more processors, any of which may execute a set ofinstructions in accordance with some embodiments.

The memory unit 930 may also include an I/O scheduling policy unit 9 andI/O schedulers 9. The memory unit 930 can store data and/orinstructions, and may comprise any suitable memory, such as a dynamicrandom access memory (DRAM), for example. The computer system 900 mayalso include one or more suitable integrated drive electronics (IDE)drive(s) 908 and/or other suitable storage devices. A graphicscontroller 904 controls the display of information on a display device906, according to some embodiments.

The input/output controller hub (ICH) 924 provides an interface to I/Odevices or peripheral components for the computer system 900. The ICH924 may comprise any suitable interface controller to provide for anysuitable communication link to the processor unit 902, memory unit 930and/or to any suitable device or component in communication with the ICH924. The ICH 924 can provide suitable arbitration and buffering for eachinterface.

For one embodiment, the ICH 924 provides an interface to the one or moreIDE drives 908, such as a hard disk drive (HDD) or compact disc readonly memory (CD ROM) drive, or to suitable universal serial bus (USB)devices through one or more USB ports 910. For one embodiment, the ICH924 also provides an interface to a keyboard 912, selection device 914(e.g., a mouse, trackball, touchpad, etc.), CD-ROM drive 918, and one ormore suitable devices through one or more firewire ports 916. For oneembodiment, the ICH 924 also provides a network interface 920 thoughwhich the computer system 900 can communicate with other computersand/or devices.

The computer system 900 may also include a machine-readable medium thatstores a set of instructions (e.g., software) embodying any one, or all,of the methodologies for integrate social communities and wageringgames. Furthermore, software can reside, completely or at leastpartially, within the memory unit 930 and/or within the processor unit902. The computer system 900 can also include a social network gamingmodule 937. The social network gaming module 937 can processcommunications, commands, or other information, to integrate socialcommunities and wagering games. Any component of the computer system 900can be implemented as hardware, firmware, and/or machine-readable mediaincluding instructions for performing the operations described herein.

Wagering Game Machine Architecture

FIG. 10 is a conceptual diagram that illustrates an example of awagering game machine architecture 1000, according to some embodiments.In FIG. 10, the wagering game machine architecture 1000 includes awagering game machine 1006, which includes a central processing unit(CPU) 1026 connected to main memory 1028. The CPU 1026 can include anysuitable processor, such as an Intel® Pentium processor, Intel® Core 2Duo processor, AMD Opteron™ processor, or UltraSPARC processor. The mainmemory 1028 includes a wagering game unit 1032. In some embodiments, thewagering game unit 1032 can present wagering games, such as video poker,video black jack, video slots, video lottery, reel slots, etc., in wholeor part.

The CPU 1026 is also connected to an input/output (“I/O”) bus 1022,which can include any suitable bus technologies, such as an AGTL+frontside bus and a PCI backside bus. The I/O bus 1022 is connected to apayout mechanism 1008, primary display 1010, secondary display 1012,value input device 1014, player input device 1016, information reader1018, and storage unit 1030. The player input device 1016 can includethe value input device 1014 to the extent the player input device 1016is used to place wagers. The I/O bus 1022 is also connected to anexternal system interface 1024, which is connected to external systems(e.g., wagering game networks). The external system interface 1024 caninclude logic for exchanging information over wired and wirelessnetworks (e.g., 802.11g transceiver, Bluetooth transceiver, Ethernettransceiver, etc.)

The I/O bus 1022 is also connected to a location unit 1038. The locationunit 1038 can create player information that indicates the wagering gamemachine's location/movements in a casino. In some embodiments, thelocation unit 1038 includes a global positioning system (GPS) receiverthat can determine the wagering game machine's location using GPSsatellites. In other embodiments, the location unit 1038 can include aradio frequency identification (RFID) tag that can determine thewagering game machine's location using RFID readers positionedthroughout a casino. Some embodiments can use GPS receiver and RFID tagsin combination, while other embodiments can use other suitable methodsfor determining the wagering game machine's location. Although not shownin FIG. 10, in some embodiments, the location unit 1038 is not connectedto the I/O bus 1022.

In some embodiments, the wagering game machine 1006 can includeadditional peripheral devices and/or more than one of each componentshown in FIG. 10. For example, in some embodiments, the wagering gamemachine 1006 can include multiple external system interfaces 1024 and/ormultiple CPUs 1026. In some embodiments, any of the components can beintegrated or subdivided.

In some embodiments, the wagering game machine 1006 includes a socialnetwork gaming module 1037. The social network gaming module 1037 canprocess communications, commands, or other information, where theprocessing can integrate social communities and wagering games.

Furthermore, any component of the wagering game machine 1006 can includehardware, firmware, and/or machine-readable media including instructionsfor performing the operations described herein.

Mobile Wagering Game Machine

FIG. 11 is a conceptual diagram that illustrates an example of a mobilewagering game machine 1100, according to some embodiments. In FIG. 11,the mobile wagering game machine 1100 includes a housing 1102 forcontaining internal hardware and/or software such as that describedabove vis-à-vis FIG. 10. In some embodiments, the housing has a formfactor similar to a tablet PC, while other embodiments have differentform factors. For example, the mobile wagering game machine 1100 canexhibit smaller form factors, similar to those associated with personaldigital assistants. In some embodiments, a handle 1104 is attached tothe housing 1102. Additionally, the housing can store a foldout stand1110, which can hold the mobile wagering game machine 1100 upright orsemi-upright on a table or other flat surface.

The mobile wagering game machine 1100 includes several input/outputdevices. In particular, the mobile wagering game machine 1100 includesbuttons 1120, audio jack 1108, speaker 1114, display 1116, biometricdevice 1106, wireless transmission devices (e.g., wireless communicationunits 1112 and 1124), microphone 1118, and card reader 1122.Additionally, the mobile wagering game machine can include tilt,orientation, ambient light, or other environmental sensors.

In some embodiments, the mobile wagering game machine 1100 uses thebiometric device 1106 for authenticating players, whereas it uses thedisplay 1116 and the speaker 1114 for presenting wagering game resultsand other information (e.g., credits, progressive jackpots, etc.). Themobile wagering game machine 1100 can also present audio through theaudio jack 1108 or through a wireless link such as Bluetooth.

In some embodiments, the wireless communication unit 1112 can includeinfrared wireless communications technology for receiving wagering gamecontent while docked in a wager gaming station. The wirelesscommunication unit 1124 can include an 802.11G transceiver forconnecting to and exchanging information with wireless access points.The wireless communication unit 1124 can include a Bluetooth transceiverfor exchanging information with other Bluetooth enabled devices.

In some embodiments, the mobile wagering game machine 1100 isconstructed from damage resistant materials, such as polymer plastics.Portions of the mobile wagering game machine 1100 can be constructedfrom non-porous plastics, which exhibit antimicrobial qualities. Also,the mobile wagering game machine 1100 can be liquid resistant for easycleaning and sanitization.

In some embodiments, the mobile wagering game machine 1100 can alsoinclude an input/output (“I/O”) port 1130 for connecting directly toanother device, such as to a peripheral device, a secondary mobilemachine, etc. Furthermore, any component of the mobile wagering gamemachine 1100 can include hardware, firmware, and/or machine-readablemedia including instructions for performing the operations describedherein.

The described embodiments may be provided as a computer program product,or software, that may include a machine-readable medium having storedthereon instructions, which may be used to program a computer system (orother electronic device(s)) to perform a process according toembodiments(s), whether presently described or not, because everyconceivable variation is not enumerated herein. A machine readablemedium includes any mechanism for storing or transmitting information ina form (e.g., software, processing application) readable by a machine(e.g., a computer). The machine-readable medium may include, but is notlimited to, magnetic storage medium (e.g., floppy diskette); opticalstorage medium (e.g., CD-ROM); magneto-optical storage medium; read onlymemory (ROM); random access memory (RAM); erasable programmable memory(e.g., EPROM and EEPROM); flash memory; or other types of mediumsuitable for storing electronic instructions. In addition, embodimentsmay be embodied in an electrical, optical, acoustical or other form ofpropagated signal (e.g., carrier waves, infrared signals, digitalsignals, etc.), or wireline, wireless, or other communications medium.

General

This detailed description refers to specific examples in the drawingsand illustrations. These examples are described in sufficient detail toenable those skilled in the art to practice the inventive subjectmatter. These examples also serve to illustrate how the inventivesubject matter can be applied to various purposes or embodiments. Otherembodiments are included within the inventive subject matter, aslogical, mechanical, electrical, and other changes can be made to theexample embodiments described herein. Features of various embodimentsdescribed herein, however essential to the example embodiments in whichthey are incorporated, do not limit the inventive subject matter as awhole, and any reference to the invention, its elements, operation, andapplication are not limiting as a whole, but serve only to define theseexample embodiments. This detailed description does not, therefore,limit embodiments, which are defined only by the appended claims. Eachof the embodiments described herein are contemplated as falling withinthe inventive subject matter, which is set forth in the followingclaims.

The invention claimed is:
 1. A method of operating a gaming server, saidmethod comprising: electronically connecting, via a networkcommunication interface of the gaming server, to a plurality of socialnetwork servers for independent online social networks, wherein theindependent online social networks provide a plurality of social networkaccounts logged on to one or more of the plurality of social networkservers, and wherein the gaming server hosts an online communal wageringgame; initiating, based on one or more criterion associated with theonline communal wagering game, an automatic search across the pluralityof social network servers for a set of the plurality of social networkaccounts that satisfy the one or more criterion; electronicallytransmitting, based on search results, an electronic invitation to theset of the plurality of social network user accounts to participate inthe online communal wagering game; electronically linking ones of theset of the plurality of social network user accounts that respond to theelectronic invitation to the online communal wagering game; andelectronically incorporating into a gaming website one or more featuresfrom one or more of a plurality of websites hosted by one or more of theplurality of social network servers.
 2. The method of claim 1 furthercomprising initiating the automatic search in response to determiningthat a number of player accounts connected to the online communalwagering game is less than a minimum number of players.
 3. The method ofclaim 1 further comprising determining, based on a search term thatindicates a theme for the online communal wagering game, that one ormore of the set of the plurality of social network user accounts isconcurrently playing, via one or more of the independent online socialnetworks, a wagering game that matches the theme.
 4. The method of claim1 further comprising: after initiating the automatic search, requesting,from each of the plurality of social network servers associated with theset of the plurality of social network accounts, whether the set of theplurality of social network accounts have preferences indicated insocial network profiles related to the online communal wagering game;and aggregating the set of the plurality of social network accounts intothe online communal wagering game based one or more responses to therequesting from the each of the plurality of social network serversassociated with the set of the plurality of social network accounts. 5.The method of claim 1 further comprising: electronically aggregating theones of the set of the plurality of social network user accounts toparticipate in the online communal wagering game hosted by the gamingserver; and providing, via the gaming website hosted by the gamingserver, an indication of the online communal wagering game.
 6. Themethod of claim 1, wherein the one or more features comprise one or moreof a social communication feature, a game, and a bonus event.
 7. Themethod of claim 1, wherein the electronically incorporating into thegaming website the one or more features from the one or more of theplurality of websites comprises: electronically requesting, via thenetwork communication interface, access to the one or more features fromthe one or more of the plurality of social network servers; obtaining,in response to the electronically requesting, authority to access theone or more features; and electronically obtaining, via the networkcommunication interface, content from the one or more of the pluralityof social network servers for presentation via the gaming website,wherein the content provides the one or more features.
 8. One or morenon-transitory, machine-readable storage media having instructionsstored thereon, which when executed by one or more electronic processingunits of a gaming server perform operations comprising: electronicallyconnecting, via a network communication interface of the gaming server,to a plurality of social network servers for independent online socialnetworks, wherein the independent online social networks provide aplurality of social network accounts logged on to one or more of theplurality of social network servers, wherein the plurality of socialnetwork accounts access a plurality of websites for the independentonline social networks; electronically aggregating a set of theplurality of social network user accounts to participate in an onlinegroup event hosted by the gaming server; providing, via a gaming websitehosted by the gaming server, an indication of the online group event;and electronically incorporating into the gaming website one or morefeatures from one or more of the plurality of websites.
 9. The one ormore non-transitory, machine-readable storage media of claim 8, whereinthe one or more features comprise one or more of social communicationfeatures, games, and bonus events.
 10. The one or more non-transitory,machine-readable storage media of claim 8, wherein the electronicallyincorporating into the gaming website the one or more features from oneor more of the plurality of websites comprises: electronicallyrequesting, via the network communication interface, access to the oneor more features from the one or more of the plurality of social networkservers; obtaining, in response to the electronically requesting theaccess to the one or more features, authority to access the one or morefeatures; and electronically obtaining, via the network communicationinterface, content from the one or more of the plurality of socialnetwork servers for presentation via the gaming website, wherein thecontent provides the one or more features.
 11. The one or morenon-transitory, machine-readable storage media of claim 8, wherein theelectronically incorporating into the gaming website the one or morefeatures from one or more of the plurality of websites comprises: foreach social network user account from the set of the plurality of socialnetwork user accounts, determining at least one of the one or morefeatures used by the social network user account; accessing, from thegaming server, at least one application that matches the at least one ofthe one or more features; and electronically incorporating the at leastone application into an instance of the gaming website provided to thesocial network user account.
 12. A gaming server comprising: anelectronic processing unit; a network communication interface; and amemory storage device configured to store instructions, which whenexecuted by the electronic processing unit cause the gaming server toperform operations to electronically connect, via the networkcommunication interface, the gaming server to a plurality of socialnetwork servers for independent online social networks, wherein theindependent online social networks provide a plurality of social networkaccounts that access a plurality of websites for the independent onlinesocial networks, wherein the gaming server hosts an online group event,initiate, based on one or more criterion associated with the onlinegroup event, an automatic search across the plurality of social networkservers for a set of the plurality of social network accounts thatsatisfy the one or more criterion, aggregate the set of the plurality ofsocial network user accounts into the online group event via a gamingwebsite hosted by the gaming server, and incorporate into the gamingwebsite one or more features from one or more of the plurality of websites.
 13. The gaming server of claim 12, wherein the memory storagedevice is configured to store instructions, which when executed by theelectronic processing unit, cause the gaming server to performoperations to initiate the automatic search in response to determinationthat a number of player accounts connected to an online communalwagering game is less than a minimum number of players.
 14. The gamingserver of claim 12, wherein the memory storage device is configured tostore instructions, which when executed by the electronic processingunit, cause the gaming server to perform operations to determine, basedon a search term that indicates a theme for the online group event, thatone or more of the set of the plurality of social network user accountsis concurrently playing, via one or more of the independent onlinesocial networks, a wagering game that matches the theme.
 15. The gamingserver of claim 12, wherein the memory storage device is configured tostore instructions, which when executed by the electronic processingunit, cause the gaming server to perform operations to: after initiatingthe automatic search, request, from each of the plurality of socialnetwork servers associated with the set of the plurality of socialnetwork accounts, whether the set of the plurality of social networkaccounts have preferences indicated in social network profiles relatedto the online group event; and aggregate the set of the plurality ofsocial network accounts into the group event based one or more responsesto the request from each of the plurality of social network serversassociated with the set of the plurality of social network accounts. 16.The gaming server of claim 12, wherein the memory storage device isconfigured to store instructions, which when executed by the electronicprocessing unit, cause the gaming server to perform operations to:electronically transmit, based on search results, an electronicinvitation to the set of the plurality of social network user accountsto participate in the online group event; and electronically link onesof the set of the plurality of social network user accounts that respondto the electronic invitation to the online group event.
 17. The gamingserver of claim 12, wherein the one or more features comprise one ormore of a social communication feature, a game, or a bonus event. 18.The gaming server of claim 12, wherein the memory storage device isconfigured to store instructions, which when executed by the electronicprocessing unit, cause the gaming server to perform operations to:electronically request, via the network communication interface, accessto the one or more features from the one or more of the plurality ofsocial network servers; obtain authority to access the one or morefeatures; and electronically obtain, via the network communicationinterface, content from the one or more of the plurality of socialnetwork servers for presentation via the gaming website, wherein thecontent provides the one or more features.
 19. The gaming server ofclaim 12, wherein the memory storage device is configured to storeinstructions, which when executed by the electronic processing unit,cause the gaming server to perform operations to: for each socialnetwork user account from the set of the plurality of social networkuser accounts, determine at least one of the one or more features usedby the social network user account; access, from the gaming server, atleast one application that matches the at least one of the one or morefeatures; and electronically incorporate the at least one applicationinto an instance of the gaming website provided to the social networkuser account.